Feature/thesis work merge (#566)

Web GUI from Klas Eskilson (three new modules: webgui, webbrowser and cefwebgui)
Parallel connection refactorization
Wormhole server added to the main repository
Transfer function editor work from Cristoffer Särevall
Update ghoul
This commit is contained in:
Emil Axelsson
2018-03-20 09:30:59 +01:00
committed by GitHub
parent 35fe90cbfa
commit d64a0df5f6
340 changed files with 26401 additions and 1625 deletions
+21 -22
View File
@@ -453,31 +453,30 @@ glm::vec2 ScreenSpaceRenderable::toSpherical(const glm::vec2& euclidean) {
}
void ScreenSpaceRenderable::createShaders() {
if (!_shader) {
ghoul::Dictionary dict = ghoul::Dictionary();
ghoul::Dictionary dict = ghoul::Dictionary();
auto res = OsEng.windowWrapper().currentWindowResolution();
ghoul::Dictionary rendererData = {
{ "fragmentRendererPath", "${SHADERS}/framebuffer/renderframebuffer.frag" },
{ "windowWidth" , res.x },
{ "windowHeight" , res.y }
};
auto res = OsEng.windowWrapper().currentWindowResolution();
ghoul::Dictionary rendererData = {
{ "fragmentRendererPath", "${SHADERS}/framebuffer/renderframebuffer.frag" },
{ "windowWidth" , res.x },
{ "windowHeight" , res.y }
};
dict.setValue("rendererData", rendererData);
dict.setValue("fragmentPath", "${MODULE_BASE}/shaders/screenspace_fs.glsl");
_shader = ghoul::opengl::ProgramObject::Build(
"ScreenSpaceProgram",
absPath("${MODULE_BASE}/shaders/screenspace_vs.glsl"),
absPath("${SHADERS}/render.frag"),
dict
);
dict.setValue("rendererData", rendererData);
dict.setValue("fragmentPath", "${MODULE_BASE}/shaders/screenspace_fs.glsl");
_shader = ghoul::opengl::ProgramObject::Build(
"ScreenSpaceProgram",
absPath("${MODULE_BASE}/shaders/screenspace_vs.glsl"),
absPath("${SHADERS}/render.frag"),
dict
);
_uniformCache.occlusionDepth = _shader->uniformLocation("OcclusionDepth");
_uniformCache.alpha = _shader->uniformLocation("Alpha");
_uniformCache.modelTransform = _shader->uniformLocation("ModelTransform");
_uniformCache.viewProj = _shader->uniformLocation("ViewProjectionMatrix");
_uniformCache.texture = _shader->uniformLocation("texture1");
_uniformCache.occlusionDepth = _shader->uniformLocation("OcclusionDepth");
_uniformCache.alpha = _shader->uniformLocation("Alpha");
_uniformCache.modelTransform = _shader->uniformLocation("ModelTransform");
_uniformCache.viewProj = _shader->uniformLocation("ViewProjectionMatrix");
_uniformCache.texture = _shader->uniformLocation("texture1");
}
}
glm::mat4 ScreenSpaceRenderable::scaleMatrix() {